For Bard/Danger what restore MP/drain MP do in this case, while restore mp would help regain mp/turn unless you spec everyone into FFT class, it only useful on yourself and for Dancer, how do we drain enemy non existence MP, is it just gave Dancer 7 MP/enemy hit every turn even if enemy has no MP and is it only drain and restore only to Dancer in this case?
Thinking about trying this at some point in the future. I haven't played FFT, but Metaphor Refantazio uses a sort of similar system, so I get the gist enough, and would be happy to download this. Just a couple of questions:
How does this affect Origin characters?
Do you know what mods this conflicts with? I imagine anything that involves modded subclasses (that aren't FFT related for obvious reasons) or anything that modifies Origin starting equipment are issues, but I'm also wondering about other things like Syrchalis's rebalanced spell mods, etc.
So for the samurai the support double handed it said it doesn't apply to versatile weapons but most katana mods class them as longswords making them versatile so the support skill is kinda null and void
Is there a reason why sometimes my teammates resist the regen put on by the White Mage? Is that intentional? Is that a failure on my WHM wisdom or on my teammates end?
So, is the 3rd level subclass a one-time thing and you're locked to it? You can't master everything on one character like you could back in FFT? Also, are the HP/MP changes retroactive? What about class "mastering"? Do they actually have some AP counters you need to build up like it was back in FFT or do we just get all their stuff with levels? You called it system, but I'm not seeing you describe any systems anywhere, just the list of abilities and levels. Am I only assuming the worst or is this actually as far from FFT as I think it is?
You should try it out and see. It's certainly not a 1:1 on a job progression because of the way BG3 operates. At best and as my initial intent, it's a blend between BG3 and FFT.
HP is set like every other BG3 class. You get X/level based on your class/multiclass. MP is gained solely with levels in Cadet, similar to how you would only get spell slots for taking levels in a caster. AP doesn't exist because it was going to be an absolute nightmare/time sink to code it properly. This mod was probably 100-150 hours of coding/testing to get it in a release worthy state. Probably another 25ish into bug splatting at this point and I've got a long list of things to tackle going into patch 8.
Each "mastery" gained starting at level 3 fully unlocks the skills within the selected 'job' on the level up screen. Knight subclass gets you full Knight skills; selecting Monk for the next level would get you full Monk skills, etc. All of the 'basic' jobs unlock for each initial starting subclass. Knight/Archer/WM/BM all become available to master as you progress in levels. Each subclass has alternate jobs available at various levels to mimick the fact you would likely go Knight->Monk->Samurai instead of Knight->WM->Archer->Summoner. It's not true to FFT form, but I chose level-gating instead of pre-requisite job unlocks due to level of coding required.
There's two things the subclass selection does at level 3: The first is determine the base HP/MP progression for your character. Similar to leveling someone as a "knight" in FFT will give them a lot more HP as opposed to MP. I didn't include attack power/speed/etc as those are already covered by individual BG3 stats (Str/dex/etc).
The second is provide capstone options for the unique jobs at level 7 and 9. Level 7: Knight gets Samurai, Archer gets Ninja, WM gets Bard, BM gets Dancer. There's a few level 9 capstones that are unique to each specific subclass. So Samurai/Ninja/Bard/Dancer won't be able to be paired together and you only get to choose one level 9 capstone, but I felt that adding these restrictions made each subclass selection feel more unique and true to the subclass chosen. In that sense, it does stray from FFT's job progression or availabilities.
The things closest to FFT: You have 4 slots to assign (Primary, Secondary, Reaction, Support). Similar to FFT, you "job change" via your primary skill-which unlocks your armor/weapon proficiencies and skills for that setup. You can assign a secondary skillset to unlock those skills (no proficiencies). You also get a reaction (counter tackle, regenerator, etc), and support (attack up, magic attack up, etc).
The skills are largely 1:1 conversions within each job. There's a couple things I've added/adjusted to make things fit better in a BG3 universe or where I've seen it applied differently; ie. Samurai still has a "katana break" function, but you don't actually break a weapon, it just imposes a cooldown on Samurai skills. Dragoon have a few more offensive options besides just "jump" and jump behaves more similarly to BG3 jumps than FFT.
This should work past 12, but I don't think I've added any benefits to doing so. The class is truly intended to reach the pinnacle by level 9, so I'm not even sure what I would add for 13-20.
I'm just curious, does this work with other custom classes or no? I want to try this out because it sounds like a lot of fun, but for some reason it isn't working for me :C
I haven't had any issues using this with other classes. My current run is using it with artificer. It's a standalone class called Cadet you can choose similar to Fighter/Rogue/Etc. If you're having issues with multiclassing, let me know, but I've yet to run into any issues on those.
Hmm, I'll have to go back and mess with it again. I can't even get it to load, so Ill go through my mod list and see if I can figure out what's up with it
I just can't figure out how to get it to work or what's going wrong. I've tried it with the firearms mod, without it, with the artificer mod and without it, I've downloaded it through Nexus and tried it through the in-game manager, and I've done a file wipe and reset in case the old mod fixers were messing with it and I can't get it to work :C
Have you tried running it with just the mod by itself? If it's the only mod and still doesn't load... Then it's probably something going on in the backend interaction with your file. I still wouldn't have the foggiest idea of how to fix it though.
been playing a lot around with this mod recently, but i've somehow gotten a CTD when i hit level 9 as a knight, for some reason it gave me a spell that when i hover over it causes me to crash? the spell icon looked like flame strike
That would be Squire's Ultima spell. I've heard this causes crashes when hovered over in the skill menu, but I've had 0 luck of replicating or figuring out a fix. As a workaround, I think it will work fine as long as you click through the level up without hovering over it. I haven't heard of it causing issues on the hotbar.
I'd guess that I'm at 90-95% of what I'd consider the final product unless I backtrack on my early design choices and add some of the other classes (cough Calculator/Mime). I'm probably going to delay any changes until Patch 8 and/or when the mod hits Console release--I don't want get bumped back to the end of the review line and Patch 8 is going to make me rework sections of all my mods to be compatible.
I've got various bugs marked down for fix, but here's the broad brush of updates that I'll include in the next round of updates:
Targeting: I did something in one of the more recent updates that made it so you can't target the ground with things like Firaga/etc, and it's killing me slowly inside while I'm play testing it. Class reworks: Archer and Ninja need to be better... Archer has always been bad in FFT, and the charge feature just doesn't do enough to make it worth using often. Ninja feels pretty weak compared to the other level 7 options, but I'm brainstorming ideas on that one still. Minor changes: Descriptions, some procs not applying the proper saving throws, Ultima CC bug (??), new dragoon jump trajectory, etc.
Stretch goal: Release a FFT Encounters mod where you would get to fight various FFT encounters, ie. Miluda/Wiegraf in A1 with them having full FFT abilities. That timeline is wildly up in the air right now due to IRL time constraints and inertia (lack of motivation).
i do not know how possible it is, but is it possible to have when you select a job that the spells from that selected job are put on your bars?, i for some reason always like my bars filled with stuff so it does not seem empty
I would probably have to rework the entirety of the skill set and it would likely completely bork Squire/Chemist skills. I generally prefer it not cluttering my hotbar, but I know others don't share that opinion.
118 comments
Is that a failure on my WHM wisdom or on my teammates end?
Also, are the HP/MP changes retroactive?
What about class "mastering"? Do they actually have some AP counters you need to build up like it was back in FFT or do we just get all their stuff with levels?
You called it system, but I'm not seeing you describe any systems anywhere, just the list of abilities and levels.
Am I only assuming the worst or is this actually as far from FFT as I think it is?
HP is set like every other BG3 class. You get X/level based on your class/multiclass. MP is gained solely with levels in Cadet, similar to how you would only get spell slots for taking levels in a caster. AP doesn't exist because it was going to be an absolute nightmare/time sink to code it properly. This mod was probably 100-150 hours of coding/testing to get it in a release worthy state. Probably another 25ish into bug splatting at this point and I've got a long list of things to tackle going into patch 8.
Each "mastery" gained starting at level 3 fully unlocks the skills within the selected 'job' on the level up screen. Knight subclass gets you full Knight skills; selecting Monk for the next level would get you full Monk skills, etc. All of the 'basic' jobs unlock for each initial starting subclass. Knight/Archer/WM/BM all become available to master as you progress in levels. Each subclass has alternate jobs available at various levels to mimick the fact you would likely go Knight->Monk->Samurai instead of Knight->WM->Archer->Summoner. It's not true to FFT form, but I chose level-gating instead of pre-requisite job unlocks due to level of coding required.
There's two things the subclass selection does at level 3:
The first is determine the base HP/MP progression for your character.
Similar to leveling someone as a "knight" in FFT will give them a lot more HP as opposed to MP. I didn't include attack power/speed/etc as those are already covered by individual BG3 stats (Str/dex/etc).
The second is provide capstone options for the unique jobs at level 7 and 9.
Level 7: Knight gets Samurai, Archer gets Ninja, WM gets Bard, BM gets Dancer. There's a few level 9 capstones that are unique to each specific subclass. So Samurai/Ninja/Bard/Dancer won't be able to be paired together and you only get to choose one level 9 capstone, but I felt that adding these restrictions made each subclass selection feel more unique and true to the subclass chosen. In that sense, it does stray from FFT's job progression or availabilities.
The things closest to FFT:
You have 4 slots to assign (Primary, Secondary, Reaction, Support).
Similar to FFT, you "job change" via your primary skill-which unlocks your armor/weapon proficiencies and skills for that setup. You can assign a secondary skillset to unlock those skills (no proficiencies). You also get a reaction (counter tackle, regenerator, etc), and support (attack up, magic attack up, etc).
The skills are largely 1:1 conversions within each job. There's a couple things I've added/adjusted to make things fit better in a BG3 universe or where I've seen it applied differently; ie. Samurai still has a "katana break" function, but you don't actually break a weapon, it just imposes a cooldown on Samurai skills. Dragoon have a few more offensive options besides just "jump" and jump behaves more similarly to BG3 jumps than FFT.
Cheers.
I'd guess that I'm at 90-95% of what I'd consider the final product unless I backtrack on my early design choices and add some of the other classes (cough Calculator/Mime). I'm probably going to delay any changes until Patch 8 and/or when the mod hits Console release--I don't want get bumped back to the end of the review line and Patch 8 is going to make me rework sections of all my mods to be compatible.
I've got various bugs marked down for fix, but here's the broad brush of updates that I'll include in the next round of updates:
Targeting: I did something in one of the more recent updates that made it so you can't target the ground with things like Firaga/etc, and it's killing me slowly inside while I'm play testing it.
Class reworks: Archer and Ninja need to be better... Archer has always been bad in FFT, and the charge feature just doesn't do enough to make it worth using often. Ninja feels pretty weak compared to the other level 7 options, but I'm brainstorming ideas on that one still.
Minor changes: Descriptions, some procs not applying the proper saving throws, Ultima CC bug (??), new dragoon jump trajectory, etc.
Stretch goal: Release a FFT Encounters mod where you would get to fight various FFT encounters, ie. Miluda/Wiegraf in A1 with them having full FFT abilities. That timeline is wildly up in the air right now due to IRL time constraints and inertia (lack of motivation).